Difference between revisions of "Save-Load Cycles"

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(Relations)
(Relations)
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---
 
---
  
[[Difficulty Levels]]
 
[[Delayed Effects]]
 
[[Ability Losses]]
 
[[Permadeath]]
 
 
[[Death Consequences]]
 
[[Death Consequences]]
 
[[Puzzle Solving]]
 
[[Puzzle Solving]]
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=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
[[Difficulty Levels]],
 
[[Irreversible Events]],  
 
[[Irreversible Events]],  
 +
[[Permadeath]],
 
[[Multiplayer Games]],  
 
[[Multiplayer Games]],  
 
[[Tension]],  
 
[[Tension]],  

Revision as of 14:29, 4 August 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

add NPC party spoof from Baldur's gate expansion Throne of Bhaal


Anti-Examples

optional

Using the pattern

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Instantiates: Trans-Game Information, Smooth Learning Curves, Extra-Game Actions, Reversibility

Modulates: Direct Information, Near Miss Indicators

Save Points

Potentially conflicting with: Surprises, Leaps of Faith, Penalties

---

Death Consequences Puzzle Solving Interruptibility Negotiable Play Sessions Scores Downtime Game Time Manipulation Game Pauses

Can Instantiate

Extra Chances, Freedom of Choice, Fudged Results, Replayability, Stimulated Planning

with Single-Player Games

Experimenting

Can Modulate

Real-Time Games

Can Be Instantiated By

Dedicated Game Facilitators

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

Difficulty Levels, Irreversible Events, Permadeath, Multiplayer Games, Tension, Time Limited Game Instances

History

An updated version of the pattern Save-Load Cycles that was part of the original collection in the book Patterns in Game Design[1].

References

  1. Björk, S. & Holopainen, J. (2004) Patterns in Game Design. Charles River Media. ISBN1-58450-354-8.

Acknowledgements

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